This category contains a list of all traps appearing in Saw II: Flesh & Blood.
The victim of this trap was Campbell Iman. He woke up trapped inside an abandoned railway building. In order to escape, he had to find his way through the building and face a series of tests in order to find out the truth about his estranged son. Throughout his trial, he would receive several tools, which could help him to finish his tasks.
The victim of this trap was Campbell Iman. It was the first major part of his trial in the railway building. He had a mechanical contraption locked around his neck, which worked similar to an iron maiden. The trap, a so-called Death Mask, was divided in two separate parts, the back and the front part of the mask. Both parts were angled down from Campbell's head. The inside of both parts was spiked with numerous pointy nails. Once the game began, the mask would close in on his head and pierce it with the nails if Campbell wasn't able to unlock the trap within 60 seconds. The key was surgically implanted behind his right eye. In order to obtain it, Campbell had to cut it out with a scalpel lying on a table before him.
The victim of this trap was Michael Tapp. He woke up trapped in the abandoned Holmes Hotel. In order to escape, he had to find his way through the building as well as two others, a chemical plant and a railway building, and face a series of tests in order to find out the truth about the death of his father, David Tapp. Throughout his trial, he would receive several tools, which could help him to finish his tasks.
The victims of this trap were Michael Tapp and Solomon Bates. It was the first major part of Michael's trial at the Holmes Hotel. Each of them was trapped in a cage, which was big enough for them to stand upright. Both of these cages were connected to two separate tracks on the floor. Once the game began, Michael and Solomon could shove the cages forward to reach the end of the track before their respective opponent. Additionally, they were barefoot and the floor was covered in broken glass shards. In fact, however, the key to winning the game was by letting the other person reach the end of the track first.
The victim of this trap was Griff. It was the second major part of Michael's trial at the Holmes Hotel. This trap was originally a normal chair with a bomb attached underneath the seating surface. Griff was shackled to its armrests by two metal restraints. Once the game began, a 30-second-timer started to count down, causing the bomb to detonate once the time expired. To survive, Griff had to rely on the help of Michael Tapp. In the next room was a row of four small combination locks attached to the wall. To free Griff from the chair, the Michael had to bring the four digits in the right order before the timer went off.
The victim of this trap was Zeke. It was the third major part of Michael's trial at the Holmes Hotel. The Razor Box was a large glass box suspended from the ceiling of a room. Additionally, there were two holes in the bottom of the box, just big enough to put an arm through them. On top of these holes were large, sharp razor blades. Zeke's ar,s were trapped in these holes and couldn't be pulled out due to the razors, which cut his wrists every time he tried to get his hands out. Inside the box, there was another device with a combination lock. Entering the right combination would activate a mechanism, which would cause the blades to move back and enable Zeke to escape. To survive, Zeke had to rely on the help of Michael Tapp. In the room in front of him, there were several mannequins with numbers written on their backs. Furthermore, there were several numerical sequences written all over the wall. Zeke already had the first digit. With this clue, the Michael had to choose the right combination from the wall and then had to press a button attached to each mannequin in the right order. However, each mannequin had a nail bomb attached to it, which would detonate if Michael didn't find the combination in time or pressed the buttons in the wrong order.
The victim of this trap was Chief Henry Jacobs. It was the fourth major part of Michael's trial at the Holmes Hotel. Henry was shackled to the armrests of a chair in front of a large, wooden target. Right in front of him was an upright standing metal pole. Attached to its upper end was a revolver, which aimed in Henry's mouth. To prevent him from moving away to avoid being shot, his head was held in place by a metal brace. To survive, Henry had to rely on the help of Michael Tapp. Next to the chair was a panel with 30 buttons. The panel was connected to a contraption, which had a gear attached to it. This gear was positioned right next to the gun's trigger. Attached to it was a single metal pin. Everytime one of the buttons on the panel was pressed, the gear turned in a clockwise direction. Each of the buttons was connected to a small light. By pressing it, Michael could turn this light on and off. However, upon doing so, the light of the surrounding buttons was switched as well. Therefore, Michael had to press the buttons in the right order to turn off all the light with as few clicks as possible. If he failed this task, the revolver would eventually fire a shot in Henry's mouth, killing him in the process. However, if Michael was successful, the pole holding the gun would fall back to the floor and the Henry would be released from the shackles.
The victim of this trap was Michael. It was a part of his trial. The shotgun vest was a metallic vest which could be easily put around its victim's chest. There were nine shotgun shells attached to the vest in two vertical rows, directly aiming at Michael's back. Each of these shells had an own trigger which all had to be activated individually. The vest was attuned to some kind of signal coming from certain sensors. If Michael stayed in certain areas and was exposed to this signal for two long, the vest was activated and the nine shells shot his back one by one.
The victim of this trap was Sarah Blalok. It was the fifth and final major part of Michael's trial at the Holmes Hotel. The tank was a large walk-in glass box, big enough for Sarah to stand upright. Suspended from the ceiling were two large drips, which started to fill the tank with water once the game began. Therefore, the victim trapped inside would eventually drown. To survive, Sarah had to rely on the help of Michael Tapp. There were several pipes on the outside of the tank. Michael had to align these pipes correctly, so the water from the tank would drain off and Sarah would be released.
The victim of this trap was Anton. It was the first major part of Michael's trial at the chemical plant. Anton was locked up inside a cage. Right in front of the cage was a large vat filled with corrosive acid. The door of the cage was secured by a chain, which was strung across the room. Above it was an acid drip suspended above it. Michael had to destroy the chain in order to open the door. To do so, he had to direct the acid from the drip with a valve so it would melt the chain. However, if the valve wasn't turned careful enough, the the acid from the drip would cause the acid from the vat to splash over, thereby scarring Anton.
the victim of this trap was officer Michael Tapp. the trap consisted of a small glass box filled with explosives. to activate/detonate the explosives,a button on the front of the box had to be pushed. the box traveled across a conveyor belt with multiple pumps in the way,to survive,Micheal had to pull the pumps out of the way
The victim of this trap was Detective Joseph Poltzer. It was the second major part of Michael's trial at the chemical plant. The Crushing Table consisted of a large metal plate, which was mounted to a pedestal in a slightly prone position. Joseph was strapped to this plate, with his arms spread to both sides. Each limb, as well as his head, were held in place by large metal vices. To survive, Joseph had to rely on the help of Michael Tapp. Around the table were four panels, each one with nine dials. Michael had to turn these dials in the right way to keep the hydraulic pressure low. There were different colors above, below and on both sides of each dial, which helped Michael to see in which way the dials had to be turned. The adjacent colors between two dials had to match. After doing this task on all four panels, Joseph was released from the vices. However, if Michael failed to accomplish his task in time, the vices would close one by one, thereby crushing the Joseph's limbs and finally his skull.
The victim of this trap was Dr. Carla Song. It was the third major part of Michael's trial at the chemical plant. The trap was located inside an elevator well. Carla's arms were shackled to a metal contraption, which was suspended from the ceiling by two chains, while her legs were shackled to the top of an elevator. This elevator was held in position by four clamps, which were attached to four metallic bars. To survive, Carla had to rely on the help of Michael Tapp. Outside the elevator well was a panel with two vertical rows of combination locks. Michael had to arrange the four upper locks of each row and add them together, so the two lowest locks had the same number. Doing this correctly would eventually result in Carla's reöease. However, if Michael failed his test, all of the clamps holding the elevator were opened one by one and the elevator would fall down the well, thereby tearing Carla in half.
The victim of this trap was Solomon Bates. It was the fourth and final major part of Michael's trial at the chemical plant. Solomon was strapped by his hands, feet and torso to a sliding cart connected to a railing system on the ceiling. A few feet below on the floor were numerous pipes, which were linked to a heater and alternated between spewing flames, which would eventually burn Solomon alive. To survive, he had to rely on the help of Michael Tapp. Michael had to move the cart horizontally through three adjacent rooms. Thereby, he also had to solve certain tasks, such as moving other carts to clear the path or matching symbols as part of a memory game, while also making sure that Solomon didn't hang above the fire spewing pipes.
The victim of this trap was Michael Tapp. It was the first major part of his trial in the railway building. As the name suggests, this trap resembled a giant carousel. It contained of a large, circular base plate, which constantly rotated. It was divided into several segments by a number of big fences. On the ceiling above it, there were two large contraptions, resembling giant rotary clothesline. Attached to those were numerous red spotlights, which lightened the carousel. While these lights posed no threat to most people, they would activate Michael's shotgun vest and cause it to shoot him. Therefore, Michael had to find a way past the fences dividing the carousel while also avoiding the red lights in order to reach the other side of the room.
The victim of this trap were Michael Tapp and Campbell Iman. It was the final part of their respective trials in the railway building. The trap was located in a big, dark hall. Both men started this game on different floors, but otherwise they were in the same initial situation. Before them was a dark gaping chasm. Only a single wooden beam on each of their floors led to the other side of the room. Once the game began, the walls and ceiling of the hall, which were armed with large v-shaped blades, started to move towards each other. In order to survive, Campbell and Michael had to walk across the beam to reach a glass elevator on the other side of the room. However, the elevator was only big enough for one of them, so the other one inevitably had to die.
The victims of these traps were Patrick, Dwayne, Donovan and another unnamed man. It was a small device resembling a cage, which was placed on its victim's head and was held in place by a harness they had to wear. On the inside and outside of this cage were several pointy spikes. These spikes carved deeper and deeper into the victims' skulls whenever they made a sudden movement or rammed an obstacle. However, the victims' hands were tied up behind their back, making the cage the only way for them to attack others or defend themselves.
The victims of this trap were Chuck and Robert. Each of them had a collar around their neck. Attached to this collar was a metal chain, which in return was connected to a metal column. The length of the chain allowed them to move forward to a certain distance of only a few metres. At regular intervals, a mechanism was activated and the men were pulled back again. The only way to free themselves was to take someone else with them to the column. They had several sharp, pointy razor blades pierced through their forearms. When they moved forward to grab someone, they had to be careful in order not to kill this person.
This trap consisted of large scythe, which was attached to a contraption mounted to a wall above a door. A metal weight was connected to this contraption. Once the door was opened, the weight was lowered down and thereby activated the device, causing the scythe to swing down from the ceiling. As there was no way to deactivate these traps from the other side of the room, the victims who came across it had no other choice but to exercise extreme caution.
This trap consisted of a single shotgun, which was attached to a wall above a door. A metal weight was connected to the trigger. Once the door was opened, the weight was lowered down and thereby pulled the trigger, causing the shotgun to fire a shot. As there was no way to deactivate these traps from the other side of the room, the victims who came across it had no other choice but to exercise extreme caution.
The victim of this trap was Zeke. It consisted of two thick, large, upright standing metal plates. At regular intervals, there were several large blades mounted to each of these plates in four vertical rows. The plates' position could be navigated with a nearby lever. Between them was a pressure plate marked with an "X". If someone stepped on this plate while the metal contraptions were positioned correctly, they would close in on the victim and crush them.
Pages in category "Traps in Saw II: Flesh & Blood"
The following 21 pages are in this category, out of 21 total.